@woosh/meep-engine
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Pure JavaScript game engine. Fully featured and production ready.
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TypeScript
/**
* Note that bones are defined as a combination of Joint ({@link Transform}) and bone length. Joint defines the origin of the bone.
* Last joint's position is expected to be bone_length distance from the target if target is reachable and be oriented towards that target ({@link Transform.lookAt})
* @param {Transform[]} joints Will be updated as a result of the solve
* @param {number[]} lengths distance to next bone
* @param {Vector3} origin where should the first joint be placed at
* @param {Vector3} target where should the last joint be placed at
* @param {number} [max_iterations] More steps will lead to higher accuracy, but at the cost of computation. Generally solution will be reached in just a few iteration so this is just a ceiling
* @param {number} [distance_tolerance] Minimum squared distance to be achieved to the target, used to terminate earlier before maximum number of iterations is reached
*/
export function fabrik_solve(joints: Transform[], lengths: number[], origin: Vector3, target: Vector3, max_iterations?: number, distance_tolerance?: number): void;
import Vector3 from "../../../../core/geom/Vector3.js";
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